Bonecarver

In the cold forests of Keefe, the people know of the magic found in the bones of the recently deceased. With enough patience and skill, this magic can be extracted and used by living creatures. This knowledge has spread beyond the borders of the northern continent, and has taken root in many societies. Through the art of scrimshaw, a bonecarver can use this magical essence thought lost in death, finding power in the picked bones of a dead animal.

Bonecarver Features
Ranger Level Feature
3rd Scrimshaw, Death Reader, Bonecarver Magic
7th Anchor of the Bones
11th Bonebreaker
15th Visage of the Lost

Bonecarver Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Bonecarver Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Bonecarver Spells
Ranger Level Spell
3rd unseen servant
5th gentle repose
7th speak with dead
13th secret chest
17th hallow

Scrimshaw

When choosing this conclave at 3rd level, you become able to craft talismans out of different kinds of bone through the art of scrimshaw, also known as bonecarving. Once per day, you may spend a short rest to craft two talismans of your choice, granting the keeper of them special benefits. The talismans will remain in effect for 8 hours or until they break. The talisman will break if it is subject to any direct attack, and it has an AC of 10 + your Dexterity modifier. You also gain proficiency with woodcarver’s tools, which you use when you craft your talismans. You know how to craft all the listed talismans, but you may only craft a certain number at any given time, as detailed by this feature.

Upon reaching 7th level in this class, you may craft 3 talismans during the daily short rest and all of these stay in effect. At 15th level, this number increases to 4. You can wear your own talismans, and a person can wear multiple talismans, but not two of the same kind. The available talismans can be read at the end of this subclass.

Death Reader

Also at 3rd level, you are able to gather information about the origins of bones. By studying and looking over the corpse or bones of a dead creature over a 10 minute period, you can discern how the creature died, how long ago it died, and what type of creature it was.

Anchor of the Bones

Starting at 7th level, your talismans are imbued with uncanny power, keeping wicked spirits and ill endings at bay. While in possession of a talisman, the keeper has advantage on death saving throws and saving throws against being possessed. The first time the keeper puts on a talisman, they gain temporary hit points equal to twice your Wisdom modifier. If they put on multiple talismans, the effect happens multiple times. If the talisman is taken off or the magic of the talisman is lost, so are the temporary hit points.

Bonebreaker

Beginning at 11th level, when you hit a creature with a weapon attack you may try to shatter one of their bones, assuming they have any. Oozes and other boneless creatures are unaffected by this feature. The creature you hit must make a Constitution saving throw against your ranger spell save DC.

On a failed save, the creature breaks one of their limbs. Upon breaking a bone, the creature has disadvantage on the first attack it makes each round, and its movement speed is halved.

This lasts until the creature has finished a long rest.

Once you’ve used this feature, you can’t use it again until you’ve finished a short or a long rest.

Visage of the Lost

Upon reaching 15th level, you can look into the last living moments of a dead creature. You can conduct a 10 minute ritual to step into the mind of a creature that died within the last 7 days. You must be touching the corpse or bones of the creature for the ritual to be effective.

While doing the ritual, your senses are replaced with that of the creature, and you become blind to the world around you as you step into the creature’s mind. You see the last 10 minutes of the creature’s life play out in front of you. You are able to see, hear, smell, and feel whatever the creature did, but you do not gain its memories. This means that if you find that a person was murdered, you can see the identity of the killer, but you do not know if the dead person knew the killer or not.

Once you’ve successfully used this feature, you can’t use it again until you’ve finished a long rest.

Talismans

You know how to craft the following talismans: Eyes of Caragar. A set of small cat eyes adorn this talisman. You have darkvision out to a range of 60 feet, and you have advantage on Perception checks that rely on sight.

Dancing Shadows. Formless shapes draw strange shadows on this piece of bone. You have advantage on Stealth checks while in dim light, and you have advantage on initiative rolls.

Fangs and Claws. Various carvings of maws, teeth and paws decorate this talisman. Choose one damage type from acid, cold, fire, and lightning when crafting this talisman. Whenever you make a successful weapon attack, you deal 1d4 extra damage of the chosen type with the attack.

Great Ahun. Carved into the talisman is a rugged visage of a large bear at the foot of a mountain. You have advantage on Strength and Dexterity saving throws that would knock you prone or move you against your will, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, to a maximum of the size large.

Runner’s Stance. A humanoid figure stands ready to set into a run. Your speed increases by 10 feet, and moving through difficult terrain costs you no extra movement.

Vordin’s Gaze. This carving reassembles wide eyes with pupils so narrow they are hard to spot. You have truesight out to a range of 5 feet.

Wicked Grin. Black lips draw a grinning smile onto this piece of bone. Whenever you regain hit points from a spell or magical effect, you regain extra hit points equal to your proficiency bonus.

Section 15: Copyright Notice

Aaralyn’s Stolen Notes to Velea Copyright 2018 Anne Gregersen Author Anne Gregersen